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Switch to Forum Live View [AVR-ICD] Descendant's Path
1 year ago  ::  Apr 12, 2012 - 12:31PM #21
Tevish_Szat
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Date Joined: Jun 25, 2001
Posts: 9,246
the art is gorgeous... and for some reason gets one of the tracks from "Nausicaa of the Valley of the Wind" stuck in my head.  The one that plays in the flashback.  If you know it, you know what I'm talking about by now.

Also, neat tribal enabler.  I want to use it with Call to the Kindred , but I can't think of any tribe that has a strong presence in both blue and green, and a good enough curve to justify these two. (low cost members in play, high cost ones to drop)
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
THE COALITION WAR GAME
-Phyrexian Praetor
Round 1: (4-1-2, 1 kill)
Round 2: (16-8-2, 4 kills)
Round 3: (18-9-2, 1 kill)
Round 4: (22-10-0, 2 kills)
Round 5: (56-16-3, 9 kills)
Round 6: (8-7-1) [current round]

Last Edited by Ralph on blank, 1920
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1 year ago  ::  Apr 12, 2012 - 1:47PM #22
IAmKingTony
Date Joined: Jan 9, 2012
Posts: 657
I already play a Call To The Kindred-based U/W Humans. I can't tell you how fun it is to get a free Fiend Hunter or Hero Of Bladehold.

This allows a G/W version, or Bant if you want to get adventurous.
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1 year ago  ::  Apr 12, 2012 - 2:14PM #23
Angry_Toy_Poodle
Date Joined: Jan 11, 2008
Posts: 1,176
seems pretty crazy with vengeful pharaoh in a zombie deck
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1 year ago  ::  Apr 12, 2012 - 3:31PM #24
Wahooney
Date Joined: Sep 4, 2007
Posts: 3,616

Apr 12, 2012 -- 12:31PM, Tevish_Szat wrote:

the art is gorgeous... and for some reason gets one of the tracks from "Nausicaa of the Valley of the Wind" stuck in my head.  The one that plays in the flashback.  If you know it, you know what I'm talking about by now.

Also, neat tribal enabler.  I want to use it with Call to the Kindred , but I can't think of any tribe that has a strong presence in both blue and green, and a good enough curve to justify these two. (low cost members in play, high cost ones to drop)


The snake decks of yore were UG, try that.

L1 Judge
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1 year ago  ::  Apr 12, 2012 - 10:34PM #25
Flopfoot
Date Joined: Jul 16, 2007
Posts: 7,720

Apr 11, 2012 -- 9:25PM, Islands wrote:

Original art for cards is normally around $500.

I might spring. 


Looking on Terese Nielsen's website, It might cost a bit more than that. Some of them are over $1000, and it's $850 for Elder of Laurels which is just 10x8 inch colored pencil. Some of them are already sold out - I couldn't find Nature's Spiral - so you will probably have to be quick if you want this one.

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1 year ago  ::  Apr 13, 2012 - 2:15AM #26
wdrewh1983
Date Joined: Jul 11, 2010
Posts: 480
I can see this being coupled with either a bant or naya colored aggro soulbond/humans deck. Basically you could cast all your little aggro dudes for free, and draw something good after the reveal. Even if some of the soulbonds are double color this would offset the fact since they'd be a free cast. Seems like a decent aggro idea. Guess we gotta wait to see what other humans and soulbond are previewed.
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1 year ago  ::  Apr 13, 2012 - 7:26AM #27
Reylance
Date Joined: Jan 28, 2004
Posts: 1,245

Apr 12, 2012 -- 10:11AM, zoobernut wrote:

Apr 12, 2012 -- 9:37AM, WiseGreen wrote:



Some artists still do it the traditional way - Rebecca Guay, for instance (my fave Magic artist hands down, although I haven't seen much from her for a while now). I *think* Terese Nielsen also hand-draws and paints her illustrations, but I might be wrong.




Yeah I am not sure about that anymore, once they started to go digital they stopped accepting other types of art forms for the cards because scanning in and color correcting the traditional paintings was time consuming and difficult for them and created some logistical nightmares.

Then again maybe some artists make traditional paintings of their magic cards just for fun on the side.

Who knows though, only the artist that created the card knows for sure if there is a physical copy or if it is just digital.




Plenty of Magic artists still work with traditional media, and bring their paintings to Magic tournaments and conventions.  I'll be looking for Wayne Reynolds at one of the summer's conventions....

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1 year ago  ::  Apr 13, 2012 - 10:57AM #28
Keino
Date Joined: Aug 27, 2009
Posts: 2,905
This card reminds me of lurking predators . I have a certain elephant tribal deck that would just love these! The art is fantastic, too.
HOW TO AUTOCARD!
When posting in a text box, type [c]Plains[/c] to make your post show Plains .
Are you making a casual mill deck? Please read. Show

Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is.

One-Shot Mill spells are something you should avoid. You can toss tome scour s at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour , you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral . Try to find more permanent styles of milling, like memory erosion , hedron crab , and curse of the bloody tome , so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements.

Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes . You can mill more than 24 before turn 5...which you can then cast the echoes.

If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt . The problem is that there is no mill card that can do that...except hedron crab , over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome , are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy.

There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 x post to pay for X on sands of delirium or for ambassador laquatus . Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment[/c], it is easier to ramp in multiplayer, allowing for big X spells, like mind grind , to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it . There are always new strategies coming out with each new set, so check gatherer for any new mill cards that you find to be the most fun for you!

Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!

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Name: Keino
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Weapon: Staff of Fire (=2xdmg/=4+3 dmg)
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1 year ago  ::  Apr 14, 2012 - 1:29PM #29
metroidcomposite
Date Joined: Sep 20, 2005
Posts: 1,609
So....yeah, if this triggers once for a creature with CMC >= 3, it's easily worth-it.  At that point you've already paid off your card disadvantage and tempo disadvantage.  Seems...really good.

Stuff that manipulates the top of your library in standard:

Druidic Satchel
Brutalizer Exarch
Frantic Salvage
Garruk's Horde
Gravepurge
Noxious Revival
Ponder
Reclaim
Vengeful Pharoah
 
(Umm...yeah, actually pretty trashy outside of Ponder.  Not sure this card really needs library manipulation to be good, granted, it'd just be a nice bonus). 
Cats land on their feet.  Toast lands peanut butter side down.  A cat with toast strapped to its back will hover above the ground in a state of quantum indecision.
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1 year ago  ::  Apr 19, 2012 - 6:45AM #30
JoaoSergio
Date Joined: Sep 18, 2009
Posts: 160
Can be good in GW humans
With a lot of humans of course
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